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Messages - Giftheck

#2161
SWBF1 Modding / Re: Help With Hex Editing on Core.lvl
December 07, 2009, 04:06:13 AM
You do not need to hex-edit core.lvl. Battlebelk released a core.lvl tool
#2162
SWBF1 Modding Tutorials / Re: Basic LUA guide
December 06, 2009, 01:32:44 PM
I have an incling that "Playmovie" can be used at the beginning of a map? Not sure. I think it's used in the BF2 campaign.
#2163
SWBF1 Modding Tutorials / Re: Basic ODF Editing
December 06, 2009, 01:30:10 PM
ODFs are found in folders called ODF, eithre inside your world folder, or inside the sides files. You can open them in Notepad.
#2164
Requests / Re: Cliff Map
December 06, 2009, 10:42:33 AM
This reminds me of a similar project I wanted to do in the future, based off Jedi Power Battles: "Naboo: Cliffs".
#2165
SWBF1 Modding / Re: Main Play Mod 6.5
December 05, 2009, 02:06:14 PM
Yes, the Commando may have more than two primary weapons, however, they were primary weapons. In total, I believe a unit can only have four weapons.

Here's a screen of the new unit (this here's from my Mission Mod that's coming up, but it'll be essentially the same):



At first glane you might say this is just a Phase II clone, but look a bit more carefully at the helmet.

This is how the Clone Troopers looked in the PS2/Wii version of The Force Unleashed.
#2166
SWBF1 Modding / Re: Main Play Mod 6.5
December 05, 2009, 01:05:23 PM
Okay, DEVISS-REX has kindly donated a new model to me. it's the Clone Trooper with a Stormtrooper helmet, and it'll be used as the main skin for the Imperial 501st here - it looks a dmaned sight closer to the PS2 version of the Phase II-point-V clones seen in the prologue mission.
#2167
Released Maps and Mods / Re: SWBF2-inspired missions
December 05, 2009, 10:25:48 AM
lol.

Consider the pack I released a "Demo". I'm doing more missions now. So far, I have the following mapped out:

-SPACE: Coruscant - the space map I had announced in another thread
-SPACE: Mustafar - CIS vs Imperials space battle.
-Kashyyyk: Invasion - based on the first mission of TFU, mod of Kashyyyk: Docks, with new vehicles.
-Kamino: Changing of the Guard
-Mustafar: Tying Up Loose Ends
-Coruscant: Order 66
-Naboo: Battle of the Grassy Plains - mod of Naboo: Plains.

I'll also be redoing the Kamino mission to feature on BFII Kamino.

I want to do others but for now that is all I can think of.
#2168
Other Games / Re: VOTE Vga!!!!
December 04, 2009, 03:12:57 PM
I wouldn't rule BFIII out. ES was the portable version of BFIII. Just retitled when the big console versions fell through.
#2169
Can a mod move this into the Releases section?

Okay, here's the beta release.

http://www.megaupload.com/?d=7PNNCKZ0

It still has the CIS voice glitch, mind.

There's also a bonus map: tata - Tatooine: Hero Assault.
#2170
Other Games / Re: VOTE Vga!!!!
December 04, 2009, 09:38:10 AM
Well, we already know about TOR, and don't forget, it had TFU and BF: elite Squadron trailer footage in there too.

Probably turn out to be LEGO Star Wars: The Clone Wars.
#2171
Requests / Re: special mission request granted
December 04, 2009, 09:27:09 AM
I did that already.

Mustafar: Tying Up Loose Ends

And, just in case you wanted it:

Kamino: Changing of the Guard
#2172
SWBF1 Modding / Re: Main Play Mod 6.5
December 01, 2009, 01:20:54 AM
The paint is supposed to look like that since I got the skins from the Conversion pack. You are close - that is actually a Phase II texture for the helmet. I think it more closely resembles the PS2 501st from The Force Unleashed, and that was my goal, after all.
#2173
SWBF1 Modding / Re: Main Play Mod 6.5
November 30, 2009, 03:01:07 AM
The Alliance Hovernaut is a command tank cut from the game. It acts as a mobile spawn point exactly the same as an MTT, AT-AT or AT-TE.

EDIT: Kashyyyk is being infuriating right now. It refuses to play the standard SFX when I have the custom SFX file loaded. Kashyyyk is the ONLY planet that happens on! And, as an addition, it ONLY happens in CW (GCW works fine)

Okay, a few more screens to show:



The MTT is slow-moving, but it has cannons which fire two coupled shots at a time. A Republic Fighter Tank would soon fall beneath the barrage.



New 501st skin for Kashyyyk Imperials:
#2174
SWBF1 Modding / Re: Main Play Mod 6.5
November 29, 2009, 10:34:02 AM
That is if I can even get the Clone Wars to work again. For some odd reason, I have yet to fathom it, but the damn thing freezes at the end of load. The dial still goes.

I've even tried loading the stock levels and removing any and all references to the new CW, which makes me conclude one thing only: An error with the additional sound files is causing this.

EDIT: Confirmed, it is the sound file. It doesn't like the MTT sounds I included, either that or I forgot to add some in there. In any case, I've fixed it for now by removing the sounds. Kashyyyk is throwing a temper-tantrum at the moment, but I will get it working.

The AT-XT works beautifully. I have armed it with the Republic Fighter's cannons (rather than the AT-ST's cannons), and the AT-RT's mortar launcher.

In the meantime, here's a couple of new shots, pretty much proof-of-concept:


#2175
SWBF1 Modding / Re: Main Play Mod 6.5
November 29, 2009, 08:46:19 AM
MTT will be available on Rhen var Harbor (If the CIS capture the Republic's staging CP), and on Naboo Plains (I'm using some unused vehicle spawn points here). Hovernaught will be the same on Rhen Var and it will also be on Naboo Plains too, although I have yet to figure out where else to put it.

As a consequence, on Naboo Plains, Imperials start with a couple of AT-ATs, and if the Republic/Alliance capture their CP, they will get AT-TEs/Hovernaut.